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Kleiser-Walczak

Jeff Kleiser, who had already been involved in bringing a character to life using digital technology, formed a partnership with Diana Walczak, a classically trained artist with sculpting skills. The company, called Kleiser-Walczak Construction Company, was formed to create computer animation of the human figure for entertainment purposes. Their work has also involved new and imaginative visual effects and ground-breaking advances in animation for films, venue attractions, television, advertising and interactive projects.

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The first synthetic actor they made was Nestor Sextone. He was composed of individually sculpted body parts with metal armature. The parts inter-penetrated for smoothness. Larry Weinberg wrote software to enable linking of the digitized facial expressions of face sculptures to portray speech and emotion.

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the next Project was “Don’t Touch Me” a music video with their first female synthespian “Dozo”

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Software was used which allowed flexing of simple joints like knees and elbows. For facial expressions they still used software linking digitized facial expressions of sculpted faces.

As part of a theme park trilogy, In Search of the Obelisk, they created the illusion of glass synthespians dancing on a beach, that hovered over the audience.

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In Judge Dredd digital stunt doubles were used to solve technical problems, as they had to appear to ride flying motor bicycles. since there were no close-ups of the faces cyberscans were used. Diana Walczak was fixed with magnetic trackers and wobbled on a gimbaled motorbike in sync to a previous playback. the motion was applied to photoreal synthetic versions of Stallone and Schneider.

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In X-Men, the shape shifter Mystique was created using a combination of live photography and computer graphics. They designed a technique that would cause a dimensional change starting at various locations, spreading around the body with 3d scales bursting through the surface and settling down like a shaking dog’s coat.

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In The One a computer graphic face replacement solution was required. A face mask of Jet Li, fitted with retro-reflective witness points was made for the stunt double. A camera was fitted with a fluorescent, circular light around the lens to show up the markers on the film. Computer graphic faces of Jet could then be accurately positioned in each frame of the film when the stuntman was viewed.

Animators, using keyframe techniques, were used in The Amazing Adventures of Spider-Man. This is a virtual reality adventure incorporated into a ride moving past 13 large reflective screens showing stereoscopic 3D films for the theme park in Orlando. Modern advances in technology has meant that hair and materials are much more realistic.

Another computer animated stereoscopic ride made was The Corkscrew Hill . they again used keyframe animation in preference to motion capture and cyberscans as they thought it looked more believable.

Little Miss Spider:Lost and Found a computer animated short film has been in many film festivals.

The company has provided effects and synthespians for the Exorcist, The Fantastic Four and further X-Men films.

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The company was also responsible for creating the model of Ramona , the first live virtual and recording artist.

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Because we spend so much time looking at other peoples faces it is very easy to spot even a tiny flaw in a facial animation with its very complex muscle system. So although software is continually being developed, it is a difficult task to create a believable synthespian.  The work of Kleiser-Walczak has made a considerable contribution to this work.

“Crazy Talk” a software program whereby a digital photograph can be animated to talk uses the face mapping technique that was originally used with the mask in “The One”.
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Innovators
Kleiser and Walcczak were definitely innovators in the area of bringing a created 3d human character to life on screen.  They were always trying fresh ideas and looking for solutions to problems.  Dozo had movement in simple joints like elbows and knees. 
Magnetic trackers were used to track a live person movement on a motorbike in Judge Dredd and digital stunt doubles applied.  This innovation has opened a whole new concept in stunt possibilities in filming.
In mystique they designed a technique that would cause a dimensional change  at different locations on the body rather than the fade out fade in transformations that had previously been used.  For a shape shifter this was a new innovation.
They used a face mask in a face mapping technique for graphic face replacement, another new innovation.
Kleiser-Walczak has also received awards for its exciting and original effects in many films and themed rides.

My Idea of a Production Pipeline

Concept – Ideas/ design

Sketches and measurements for cast. Sketches for environment and backgrounds.

Storyboard

3D Max design stages:- Modelling of characters and environment
( Sketches, Sketetal Structure, colour, texture, lighting, cameras)
Animation and special visual effects. ( Use of Afterburn a particle generator software program for special light and explosion effects) Sound and sound effects

After Effects or Premiere for Title and credits.)

Actual Production Pipeline for an Individual 3D Asset

1. Design requirements of an asset (Including movement and any special things it needs to do)

2. Concept art (This has to be approved)

3. A 3D model of the asset has to be built.

4. The asset has to be coloured and textured.

5. The asset has to be animated and animation sets built.

6. The work has to be tested to ensure it is effective.

7. The asset has to be placed and scripted.

8. The asset has to be tested within the prototype project.

Plus my addition. 

(9. Within the project, camera angles etc,  lighting and any other  changes will be made.)

The pipeline could involve specialists in each area with many changes being made along the process before the final outcome.

Production pipeline for an individual asset as per “Computer Game Design Course” by Jim Thompson.

Production Pipeline for a 3D Game

Pre-production

A few key people can work in this period working together sharing creative ideas, designing, producing art, sorting out technical solutions etc. This can be an inexpensive way to determine the important elements, reduce risk and produce an efficient production schedule timetable with the optimum employees required.

Stages for a major project production:-
A project requires a list of the assets needed including hardware and software required. These, on a detailed basis, include storyline, characters, backgrounds, visual and sound effects etc. If the project is for a game then game mechanics and levels are also required. The asset list provides the number of objectives that must be reached and what has to be done to achieve the required assets. It will also state the task breakdown to make the assets and the order in which they should be done.

Production Schedule Timetables
The next document to be produced will be the production schedule timetables. The schedule planner/s must know how long jobs normally take to give a realistic timetable, with some extra time for unforeseen mishaps. There will be sufficient time to avoid excessive pressure but not so much time that the costs become unprofitable. A Gantt chart will be made showing the different tasks and the time allotted to them.
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The number of people/teams employed on a project and the management structure will also determine time, management of a project and division of labour. There should be sufficient workers and adequate equipment, without making the budget so large so that there will be inadequate profits.

A Producer will oversee production and leaders from the different teams (Programme, Design, Art, Sound, Quality assurance) will report to him. He will also be responsible for licences, contracts, budgeting and overall liaison of the game development.
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(Concept – Ideas/ design

Sketches and measurements for cast. Sketches for environment and backgrounds.
3.jpg

http://www.modojo.com/media/games/hotel_dusk_215/ds/3.jpg

Storyboard
att_storyboard.jpg

http://gameartstudio.com/multimedia.html

3D Max design stages:- Modelling of characters and environment
( Sketches, Sketetal Structure, colour, texture, lighting cameras)

Animation and special visual effects. ( Use of Afterburn a particle generator software program for special light and explosion effects) Sound and sound effects.
afterburn.jpg
http://image052.mylivepage.com/chunk52/1005258/707/AfterBurn.jpg

After Effects or Premiere for Title and credits.)

Cross platform development
If the game is going to be available for different platforms, then new code and game assets will be needed for different platforms. Developer kits will be required for different consoles. This is hardware that can assemble code into a format that that can be read by a console.

Quality Assurance
Testers will play and replay the game at every level so that any mistakes or bugs can be rectified before the game goes on the market. If a game with a bug went on the market this would be enormously expensive both to the finances and reputation of a company.

When the game is complete it will be priced, marketed (although it may well have been advertised prior to completion) and distributed for sale.

Production Pipeline for a 3D film

Conception
Every new film begins with an idea. It may be original or inspired by other sources including books and comics.

Script
The next part of production is the written storyline.

Storyboard
Script pages are given to the storyboard animators and with pictures and animations they visualise the story. This is done in in a series of illustrations like a comic strip.
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http://teachable.org/200617073/images/storyboardflowchart/storyboard_flintstones_48k.jpg

Approval
When the directors and producers approve the drawings they are digitally copied and put together like a flip book. To this is added temporary music, sound effects and dialogue, the whole process lasting over a period of 18 months.

Visual Development
An artistic approach to every scene and every item and character is planned determining the style. tone , colour and overall approach.
Thousands of drawings, paintings, blueprints, sculptures and models are made to create the characters and sets for the fantasy world.

Casting
The voices for the characters have to be cast and then videotaped as they perform to visualise the key expressions and movements which will help in the next stage of production.

Modelling
Wire frame sculptures (Armitures) of models are made. This enables each design to be broken down into workable geometry, allowing the animator to rig the 3D figure as required for future animation. Surfaces can then be added to the model whether real or digital.

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Layout
The movement of the characters in the scenes are marked out. This determines camera movement, character placement, spacing, lighting, geography and scene timing. The entire movie is mapped out and a digital picture made of each scene.

Character Animation
When the sequel is working well with layout and movement of the characters, the animators bring the characters to life and synchronise them to voice performances.

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http://animated-views.com/2004/shrek-2/

Effects and lightings
Effects artists then add textures, lighting and special visual effects to enhance the movie. In a film it is easy to photograph for instance a stormy sea. In 3D graphics this would require overlapping wave animation on a heavily subdivided plane surface, texturing, gradients, shading, lighting and colouring of the surface. It would probably also require a stormy sea to be filmed so that the animator can see exactly what a stormy sea looks like so he can reproduce it realistically.

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http://surfsup.awn.com/?type=article&artID=3Sound


Lastly sound effects and the final score are added to the film and sound mixes made. Any final adjustments are made before the film is released.

To really be able visualise the complexity of a 3d animated film go to “http://www.geocities.com/SiliconValley/orchard/8411/toystory2.html “